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27 lines
1.1 KiB
GLSL
27 lines
1.1 KiB
GLSL
#version 120
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//
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// vertical_blur.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 8/14/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the texture containing the horizontally blurred color
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uniform sampler2D originalTexture;
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void main(void) {
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float dt = dFdy(gl_TexCoord[0].t);
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gl_FragColor = (texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
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texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
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texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
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texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
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texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
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texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
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texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
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texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
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}
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